﻿//Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "BToolkit/AR/AROverlyVideo"{
	Properties{
        [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
        _Color("Tint", Color) = (1,1,1,1)
        
        _StencilComp("Stencil Comparison", Float) = 8
        _Stencil("Stencil ID", Float) = 0
        _StencilOp("Stencil Operation", Float) = 0
        _StencilWriteMask("Stencil Write Mask", Float) = 255
        _StencilReadMask("Stencil Read Mask", Float) = 255
        
        _ColorMask("Color Mask", Float) = 15
    }
    
    
    SubShader{
        Tags {
            "Queue" = "Overlay"
            "IgnoreProjector" = "True"
            "RenderType" = "Transparent"
            "PreviewType" = "Plane"
            "CanUseSpriteAtlas" = "True"
        }
        
        Stencil{
            Ref[_Stencil]
            Comp[_StencilComp]
            Pass[_StencilOp]
            ReadMask[_StencilReadMask]
            WriteMask[_StencilWriteMask]
        }

        Lighting Off
        ZWrite Off
        ZTest Off
        Blend SrcAlpha OneMinusSrcAlpha
        ColorMask[_ColorMask]
        
        Pass{
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"
            
            struct appdata_t{
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
            
            struct v2f{
                float4 vertex   : SV_POSITION;
                fixed4 color : COLOR;
                half2 texcoord  : TEXCOORD0;
            };
        
        
            fixed4 _Color;
            
            v2f vert(appdata_t IN){
                v2f OUT;
                OUT.vertex = UnityObjectToClipPos(IN.vertex);
                OUT.texcoord = IN.texcoord;
                #ifdef UNITY_HALF_TEXEL_OFFSET
                OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
                #endif
                OUT.color = IN.color * _Color;
                return OUT;
            }
            
            sampler2D _MainTex;
            
            fixed4 frag(v2f IN) : SV_Target{
                half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
                clip(color.a - 0.01);
                return color;
            }
            ENDCG
        }
    }
}